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Map Name: Cauldron
 

Map Version: Alpha
 

Released: 04-29-2009
 

Last Update: 03-06-2010
 
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via tf2stats.net
Gametype: Control Point


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Default Cauldron

Like the ingredients of a fine soup, bits of intelligence from all over the world gather here on Cauldron Island, simmering in the tropical heat as mad schemes of world domination are cooked up.

The island's two resident forces are no longer content to share such prime real estate, however, and their gluttony for valuable information has led to a bitter conflict as each tries to toss out the other like yesterday's slop.

CP_Cauldron is a 5 control point push map with mirror symmetry. The final points are on the outer cliffs of the island. Points 2/4 are at the core of each side's data center. The middle point is on the radar deck overlooking the island's central caldera lake.

Right now, I'm mostly looking for feedback on layout, class balance, and signage.
Changelog
___________________________________
Revision History

ALPHA 10
* Raised cave route in middle area up to be a better flanking route for jumping classes. (May make it more globally accessible in future versions).
* Completely flipped final areas. Cave path to mid now dumps players into the room next to second point with the raised exit to mid.
* Changed first forward spawn to primarily exit at old one-way door.

Old 04-29-2009, 07:21 PM   #1
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EDIT: Second alpha released, and available for download (link above).

Last edited by Shmitz; 04-30-2009 at 08:31 PM..
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Old 04-29-2009, 07:42 PM   #2
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I am totally in love with your second screen

*froth*
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Old 04-29-2009, 07:53 PM   #3
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Quote:
Originally Posted by Icarus View Post
I am totally in love with your second screen

*froth*
Agreed
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Old 04-29-2009, 08:59 PM   #4
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Cool! I was looking for the WIP thread when I saw the event scheduled. Neat!
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Old 04-29-2009, 09:17 PM   #5
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5 cp push map! Nice! Once some clan issues settle down I'd love to do a comp play test of that.
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Old 04-30-2009, 06:06 PM   #6
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Having played it yesterday I can't tell you how much I loved this!!! :3 It was an amazing and fun play and it really feels different from any of 5cp map. The theme probably has something to do with it (and your tropical theme still makes me drool), but I think the gameplay really is refreshingly new. I can't wait to get a PUG or scrim on it sometime, I'm looking forward to hearing how people react!

Good luck!
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Old 04-30-2009, 08:29 PM   #7
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I love points 2 and 4, they're superb, point 3 i find a little open, but thats cause i hate snipers, and the spawns seem a little close for the last point.
Also the little ledge where logans sentry was needs to be nobuilded

Rest was all good!
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Old 04-30-2009, 08:32 PM   #8
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Thanks to all who helped test this afternoon. Alpha 2 is now available for download.
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Old 04-30-2009, 08:42 PM   #9
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Map seems fun, won't be able to really tell until we have a larger group of people play at once though . First of all; the sign issue (the one that flips depending on who's pushing). After more thought, I agree with you that most players will want to go in the direction the arrow is pointing. If there is no one on the 2/4 point, they can always just bypass it and go straight to the middle, so I guess that is fine as is. Which brings me to the middle. At first glance the middle is very large and wide open, but during playing you have no problem traveling between and to the Control Points. The problem lies when there is something outside of the path between the Control Points that needs dealing with, such as a sniper. When there is a sniper who has just come out of the tunnel shortcut from 1/5 to the middle CP, he can hold down the upper area around the CP pretty effectively. If the player has to go over and get that sniper as any class other than scout, they are quite likely to get headshot along the way. But like I said previously, this sniper position has no direct influence on the CP itself, and can be avoided, using the alternate (but longer) route. The only other issue I can really think of right now is how neither team could push back from only owning their final point, was mainly due to the lack of players I think. This was the case at least the majority of the time, I'm sure it will even out with more players.

So, yeah, I'd take everything I just said (besides the bit about the sign) with a grain of salt, since we didn't have a full 12v12 match going. Looking forward to playing this on Gameday(s) and don't forgot to put a nobuild on that scout shortcut rock to the mid CP, and add the change skin input to Blu's 2/4 CP. Looking forward to the next playtest/alpha!
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